Files
wagic/projects/mtg/include/GameObserver.h
Xawotihs 84a074aede Added action logging during attack/block of the AI player. To do that, I wrapped some of the direct access from the player to the action layer into the game observer.
First version where I managed to finish a normal game while undoing several actions until the end. There are still some problems in direct damage spells and interruption management. I added several assert in the code to catch them.
2011-10-16 22:16:47 +00:00

119 lines
3.3 KiB
C++

#ifndef _GAMEOBSERVER_H_
#define _GAMEOBSERVER_H_
#include "Player.h"
#include "MTGAbility.h"
#include "DuelLayers.h"
#include "MTGCardInstance.h"
#include "PlayGuiObject.h"
#include "TargetChooser.h"
#include "PhaseRing.h"
#include "ReplacementEffects.h"
#include "GuiStatic.h"
#include <queue>
#include <time.h>
class MTGGamePhase;
class MTGAbility;
class MTGCardInstance;
struct CardGui;
class Player;
class TargetChooser;
class Rules;
using namespace std;
class GameObserver{
protected:
MTGCardInstance * cardWaitingForTargets;
queue<WEvent *> eventsQueue;
// used when we're running to log actions
list<string> actionsList;
// used when we're loading to know what to load
list<string> loadingList;
list<string>::iterator loadingite;
int untap(MTGCardInstance * card);
bool WaitForExtraPayment(MTGCardInstance* card);
void initialize();
void cleanup();
string startupGameSerialized;
bool parseLine(const string& s);
void logAction(const string& s);
bool processActions(bool undo);
friend ostream& operator<<(ostream&, GameObserver&);
bool load(const string& s, bool undo);
bool mLoading;
public:
int currentPlayerId;
CombatStep combatStep;
int turn;
int forceShuffleLibraries();
int targetListIsSet(MTGCardInstance * card);
PhaseRing * phaseRing;
int cancelCurrentAction();
int currentGamePhase;
ExtraCosts * mExtraPayment;
int oldGamePhase;
TargetChooser * targetChooser;
DuelLayers * mLayers;
ReplacementEffects *replacementEffects;
Player * gameOver;
vector<Player *> players; //created outside
time_t startedAt;
Rules * mRules;
GameType mGameType;
TargetChooser * getCurrentTargetChooser();
void stackObjectClicked(Interruptible * action);
int cardClick(MTGCardInstance * card, MTGAbility *ability);
int cardClick(MTGCardInstance * card, int abilityType);
int cardClick(MTGCardInstance * card,Targetable * _object = NULL );
int getCurrentGamePhase();
const char * getCurrentGamePhaseName();
const char * getNextGamePhaseName();
void nextCombatStep();
void userRequestNextGamePhase();
void nextGamePhase();
void cleanupPhase();
void nextPlayer();
void setPlayers(vector<Player *> _players);
Player * currentPlayer;
Player * currentActionPlayer;
Player * isInterrupting;
Player * opponent();
Player * currentlyActing();
GameObserver();
GameObserver(vector<Player *> _players);
~GameObserver();
void gameStateBasedEffects();
void enchantmentStatus();
void Affinity();
void addObserver(MTGAbility * observer);
bool removeObserver(ActionElement * observer);
void startGame(GameType, Rules * rules);
void untapPhase();
MTGCardInstance * isCardWaiting(){ return cardWaitingForTargets; }
int isInPlay(MTGCardInstance * card);
int isInGrave(MTGCardInstance * card);
int isInExile(MTGCardInstance * card);
void Update(float dt);
void Render();
void ButtonPressed(PlayGuiObject*);
int getPlayersNumber() {return players.size();};
int receiveEvent(WEvent * event);
bool connectRule;
void logAction(Player* player, const string& s="");
void logAction(int playerId, const string& s="") {
logAction(players[playerId], s);
};
void logAction(MTGCardInstance* card, MTGGameZone* zone, size_t index, int result);
bool undo();
bool isLoading(){ return mLoading; };
};
#endif